Stone Blue Posted February 6, 2019 Share Posted February 6, 2019 (edited) 21 minutes ago, Tonka Crash said: I've looked at the config files for 3 versions where I found download links in this thread and Col. Neville's version (#4) is based off the oldest release here. The newest one you link to in the other post (which is the one I thought I'd linked to, oops) looks most like a current Squad LT-2 landing leg. Idk ... these are the ones I have archived: Edited February 6, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 6, 2019 Share Posted February 6, 2019 50 minutes ago, Stone Blue said: Idk ... these are the ones I have archived: I'm not looking at dates, I'm looking at the file contents. The 1.5.1 Col.R.Neville config file looks most like it was based on the most archaic version of the leg I found. I just saw another that is probably closest to the current version of a squad landing leg. But it also claimed to have issues. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 7, 2019 Share Posted February 7, 2019 (edited) @Stone Blue Try this. I tweaked the Feb 2017 setup with some of the stuff from @Burning Kan Tested in 1.6.1. I can drop a a craft from 9m up on the Kerbin launchpad and the legs work better than the heaviest stock legs. At 10m I explode the launchpad on touchdown. All fields that seem relevant in a stock Squad leg are present. Download for 1.6.1 Edit to Add (10/25/2020): I've used this without problems in all version from 1.6.1 through 1.10.1 Skip to about 1:20 for the actual touchdown. Edited October 25, 2020 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
MajorTom74 Posted July 28, 2019 Share Posted July 28, 2019 are planning on a 1.7+ update? Quote Link to comment Share on other sites More sharing options...
HLSA30 Posted July 29, 2019 Share Posted July 29, 2019 11 hours ago, MajorTom74 said: are planning on a 1.7+ update? the mod with capsule alcor is work fine in 1.7.3 Quote Link to comment Share on other sites More sharing options...
MajorTom74 Posted July 29, 2019 Share Posted July 29, 2019 1 hour ago, HLSA30 said: the mod with capsule alcor is work fine in 1.7.3 what about the IVA addon? Quote Link to comment Share on other sites More sharing options...
jeancallisti Posted August 13, 2019 Share Posted August 13, 2019 (edited) Conflict warning : I've been using the VR mod and "through the eyes of a kerbal" mod combined, and after you click on "enable VR" the zooming in and out using the mouse wheel doesn't work anymore in IVA. You need to go back to the space center and to your ship again, then the zoom in/zoom out starts working again. Edited August 13, 2019 by jeancallisti Quote Link to comment Share on other sites More sharing options...
jeancallisti Posted August 23, 2019 Share Posted August 23, 2019 (edited) Question: How do you warp time in IVA in ALCOR without the keyboard, and only the pod's props? There are many small alarm props inside the pod, but all these seems to be only for displaying information. I have also installed Kerbal Alarm Clock, but is it possible to use it inside the ALCOR pod just by clicking around? How do you actually warp time without using the keyboard, and only the pod's props? EDIT : before someone says "just push the keyboard key", that's because I'm playing IVA in VR so I can't see the keyboard. Edited August 23, 2019 by jeancallisti Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 23, 2019 Share Posted August 23, 2019 (edited) 1 hour ago, jeancallisti said: Question: How do you warp time in IVA in ALCOR without the keyboard, and only the pod's props? There are many small alarm props inside the pod, but all these seems to be only for displaying information. I have also installed Kerbal Alarm Clock, but is it possible to use it inside the ALCOR pod just by clicking around? How do you actually warp time without using the keyboard, and only the pod's props? you yell at Kulu or Kheckof: "engage" or "make it so" Edited August 23, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
jeancallisti Posted August 23, 2019 Share Posted August 23, 2019 3 hours ago, zer0Kerbal said: you yell at Kulu or Kheckof: "engage" or "make it so" Ok but do you actually know the answer? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 24, 2019 Share Posted August 24, 2019 58 minutes ago, jeancallisti said: Ok but do you actually know the answer? sadly, no I do not. Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted August 25, 2019 Share Posted August 25, 2019 (edited) On 8/23/2019 at 1:46 PM, jeancallisti said: Question: How do you warp time in IVA in ALCOR without the keyboard, and only the pod's props? There are many small alarm props inside the pod, but all these seems to be only for displaying information. I have also installed Kerbal Alarm Clock, but is it possible to use it inside the ALCOR pod just by clicking around? How do you actually warp time without using the keyboard, and only the pod's props? EDIT : before someone says "just push the keyboard key", that's because I'm playing IVA in VR so I can't see the keyboard. I do not think that there is any method to initiate warp using just the props available in the IVA. I always flew IVA using an Xbox controller, so I mapped a couple of buttons to accelerate and decelerate time. Would you mind offering guidance on how to get setup in VR. I have an Oculus Rift and have never tried to play KSP. Edited August 25, 2019 by nukeboyt Quote Link to comment Share on other sites More sharing options...
jeancallisti Posted August 26, 2019 Share Posted August 26, 2019 (edited) 11 hours ago, nukeboyt said: I do not think that there is any method to initiate warp using just the props available in the IVA. I always flew IVA using an Xbox controller, so I mapped a couple of buttons to accelerate and decelerate time. I've ended up doing the same, except with a joystick : Even with the VR headset on, you can sense the buttons and remember which button does what. What they should do is add a third button on the little grey alarm meshes everywhere in the cockpit, and make that button warp to the alarm time when Kerba Alarm is installed. About VR: I'll give tips n this thread when I have time : https://forum.kerbalspaceprogram.com/index.php?/topic/177086-making-kerbal-space-program-into-a-vr-game/&tab=comments#comment-3422927 Edited August 26, 2019 by jeancallisti Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted August 26, 2019 Share Posted August 26, 2019 @alexustas did you ever create a dedicated lander stage for Alcor Quote Link to comment Share on other sites More sharing options...
lerond Posted October 12, 2019 Share Posted October 12, 2019 Are all listed required mods still required? Because most of them are made for older versions. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 12, 2019 Share Posted October 12, 2019 1 hour ago, lerond said: Are all listed required mods still required? Because most of them are made for older versions. There are no requirements for the pod itself, only for the advanced IVA. The newest versions of the required mods should work in 1.7.3. Quote Link to comment Share on other sites More sharing options...
john1978 Posted October 23, 2019 Share Posted October 23, 2019 (edited) rastorprop mod and with just using this mod make your external camera dissapear from vab menu to put on. 1.8 ksp Edited October 23, 2019 by john1978 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted October 27, 2019 Share Posted October 27, 2019 (edited) @john1978 try the Module Manager patch fix in this post:https://forum.kerbalspaceprogram.com/index.php?/topic/105821-16x-rasterpropmonitor-development-stopped-v0306-29-december-2018/&do=findComment&comment=3598123 EDIT: nevermind... I just realised you're asking about the ALCOR camera part, *not* the JSI inline one in RPM sorry. Looks like the no bulkhead profile bug might be the issue. 1) Open a text editor of your choice 2) Copy paste the text in the box below 3) Save the file with extension .cfg, using any name you want (can put it in /GameData, or in *any* /GameData/<subdirectory>/ that you want) @PART[ExtCamRadialVErt]:HAS[!bulkheadProfiles[]]:FINAL { bulkheadProfiles = srf } Edited October 27, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
john1978 Posted October 27, 2019 Share Posted October 27, 2019 59 minutes ago, Stone Blue said: @john1978 try the Module Manager patch fix in this post:https://forum.kerbalspaceprogram.com/index.php?/topic/105821-16x-rasterpropmonitor-development-stopped-v0306-29-december-2018/&do=findComment&comment=3598123 EDIT: nevermind... I just realised you're asking about the ALCOR camera part, *not* the JSI inline one in RPM sorry. Looks like the no bulkhead profile bug might be the issue. 1) Open a text editor of your choice 2) Copy paste the text in the box below 3) Save the file with extension .cfg, using any name you want (can put it in /GameData, or in *any* /GameData/<subdirectory>/ that you want) @PART[*]:HAS[!bulkheadProfiles[]]:FINAL { bulkheadProfiles = srf } Thank you. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted October 27, 2019 Share Posted October 27, 2019 @john1978 Actually, that patch will add surface attachment to *every* part in KSP, if it is not already. Thats probably not a good idea. I just edited the text in my post, to reflect ONLY the ExtCam part... Probably best to use the new version. Quote Link to comment Share on other sites More sharing options...
kornyel Posted November 2, 2019 Share Posted November 2, 2019 What about version 1.8.1.? When will be an upgrade? This mod is "must have" mod) Im waiting very much) Quote Link to comment Share on other sites More sharing options...
pquade Posted November 19, 2019 Share Posted November 19, 2019 On 11/2/2019 at 7:33 AM, kornyel said: What about version 1.8.1.? When will be an upgrade? This mod is "must have" mod) Im waiting very much) I check this page every day hoping for an update. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 19, 2019 Share Posted November 19, 2019 On 11/2/2019 at 10:33 AM, kornyel said: What about version 1.8.1.? When will be an upgrade? This mod is "must have" mod) Im waiting very much) 3 hours ago, pquade said: I check this page every day hoping for an update. So, is there something *not* working with this mod, in 1.8.1? vOv Quote Link to comment Share on other sites More sharing options...
pquade Posted November 19, 2019 Share Posted November 19, 2019 1 hour ago, Stone Blue said: So, is there something *not* working with this mod, in 1.8.1? vOv Well, I wasn't able to just drag it and all of the dependancies from my 1.7.x install over to my 1.8.x test install and have it work like I have for several previous 1.N.x updates, so, yeah, I think there probably is something not working. I go into its IVA and none of the switches or labels seem to even be there. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 20, 2019 Share Posted November 20, 2019 (edited) @pquade If you havent tried already, copy over *only* the stuff in the /ASET/ folder... Then do fresh install of the dependencies: v4.1.2 of Module Manager, and on the last page or two of the RPM thread, user Tegmil has a v0.30.7 RPM recompile for 1.8.1 Of course, you also want to make sure any of the listed recommended mods for ALCOR, are also updated or have stated 1.8.1 compatability. Give that a try. Edited November 20, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.